precision highp float;
varying vec4 v_Color;
varying vec3 v_Normal;

void main() {

    vec4 light = normalize(vec4(cameraPosition, 0.1));
    float density = dot(light.xyz, normalize(v_Normal.xyz)) * 2.;

    gl_FragColor = vec4(mix(normalize(vec3(236., 72., 153.)), normalize(vec3(186., 85., 211.)), density - 0.4) * density * density + vec3(0.2), 1.0);
}
